This paper frames the process of designing a level in a game as a series of model transformations. The transformations correspond to the application of particular design principles, such as the use of locks and keys to transform a linear mission into a branching space. It shows that by using rewrite systems, these transformations can be formalized and automated. The resulting automated process is highly controllable: it is a perfect match for a mixed-initiative approach to level generation where human and computer collaborate in designing levels. An experimental prototype that implements these ideas is presented.
Design and development practitioners such as those in game development often have difficulty comprehending and adhering to the European General Data Protection Regulation (GDPR), especially when designing in a private sensitive way. Inadequate understanding of how to apply the GDPR in the game development process can lead to one of two consequences: 1. inadvertently violating the GDPR with sizeable fines as potential penalties; or 2. avoiding the use of user data entirely. In this paper, we present our work on designing and evaluating the “GDPR Pitstop tool”, a gamified questionnaire developed to empower game developers and designers to increase legal awareness of GDPR laws in a relatable and accessible manner. The GDPR Pitstop tool was developed with a user-centered approach and in close contact with stakeholders, including practitioners from game development, legal experts and communication and design experts. Three design choices worked for this target group: 1. Careful crafting of the language of the questions; 2. a flexible structure; and 3. a playful design. By combining these three elements into the GDPR Pitstop tool, GDPR awareness within the gaming industry can be improved upon and game developers and designers can be empowered to use user data in a GDPR compliant manner. Additionally, this approach can be scaled to confront other tricky issues faced by design professionals such as privacy by design.
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Het RAAK MKB-project Geautomatiseerd Game Design is na de oorspronkelijke projectduur van 1 maart 2013 t/m 31 mei 2015 nog met drie maanden uitgebreid om nog gebruik te kunnen maken van tot dan toe onbenutte projectresources, ten behoeve van (1) de ontwikkeling van cursus- en trainingsmateriaal, (2) evaluatie van dit cursus- en trainingsmateriaal, en (3), verfijning, verduurzaming, en disseminatie van de resultaten van het project. Dit rapport geeft een verslag van de activiteiten en resultaten van deze extensieperiode, van 1 oktober t/m 31 december 2015.Projectnummer 2012-20-43M, Subsidieperiode : 1 maart 2013–31 mei 2015 + extensie van 1 okt-31 dec 2015